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GTA Online business · Further Adventures in Finance and Felony

Special Cargo Warehouses

Buy crates at the office, steal them into your warehouses and sell them in bulk: the more you sell at once, the more each crate is worth.

  • Business
  • Active
  • Solo, with limits
To buy in
$250,000 – $3,500,000
Management
Medium
Raids
Can be raided
Buy first
CEO Office

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Special Cargo Warehouses

What the Special Cargo Warehouses is

Special Cargo is the CEO's crate business. Nothing is manufactured: you pay for crates at the office terminal, collect them in freemode missions, and store them in warehouses you own until you sell.

Warehouses come in small, medium and large sizes, and you can own several at once in any mix. Each one is stocked and sold on its own.

What you get

  • A warehouse to fill with crates, with an Ad-Hawk laptop inside for starting sales.
  • Warehouse staff who can be paid to source crates for you without a mission.
  • A new organisation vehicle the first time you buy each size of warehouse: the XLS, the Rumpo Custom and the Brickade.
  • Access to Export Mixed Goods, a separate delivery job, once you have used the warehouse staff.

Before you buy

What you need

  • Crate warehouses are sold only to a CEO who owns an office, through the SecuroServ terminal on the office desk. CEO Office guide
  • Crates are bought and sold while registered as a CEO, which cannot be combined with leading a motorcycle club.

How to start

Own an office, register as CEO, and buy a warehouse from the SecuroServ terminal on the office desk. Nothing can be bought or sold until you own at least one.

Then return to the terminal to pay for your first crates.

How it runs and makes money

At the office terminal you pay for one, two or three crates, then steal them in a freemode mission and bring them to the warehouse you chose. Crates bought singly cost less each; buying three at a time saves trips.

Buy missions share a single cooldown however many crates you take, but the cooldown belongs to the warehouse you picked, so owning more than one warehouse lets you buy again straight away.

Instead of playing a mission you can pay the warehouse staff to source random crates over an in-game day. Now and then the Assistant also offers a special item, which costs more and sells for much more but gains nothing from bulk selling.

Sales start from the laptop in the warehouse and go by land, sea or air depending on the job rolled. You can sell a fifth of the stock, half of it, or all of it, and a full warehouse fetches the best price per crate.

  • Buy Special Cargo (steal missions)

    Supplies1–4 players

    Pay for up to three crates at the office terminal, then collect them in a freemode mission and bring them to the warehouse.

  • Staff sourcing (Lupe / Warehouse Staff)

    Passive income

    Pay the warehouse staff to find random crates over an in-game day, with no mission to play.

  • Sell Special Cargo (Brickade)

    Selling1–4 players

    Drive one or more Brickade trucks to their drop-offs, in one of several variations.

  • Sell Special Cargo (Tug)

    Selling1–4 players

    Take a Tug out to sea to make the delivery, under attack on the water or after an ambush at the docks.

  • Sell Special Cargo (Titan)

    Selling1–4 players

    Fly a Titan out of the airport and drop the crates from the air; some runs end inside a restricted area.

  • Sell Special Cargo (Cuban 800)

    Selling1–4 players

    Fly one or more Cuban 800s to make air drops, or to a single drop-off that comes under attack.

  • Warehouse raid defence

    Other

    Fight off an attack on the warehouse, or chase down what was taken, when it is raided.

  • Export Mixed Goods

    Other

    A separate delivery started through the office Assistant once the warehouse staff have been used; it needs no stock.

Playing alone

The business can be run alone. Carrying one crate at a time on foot means more return trips, and larger sales can send out more than one delivery vehicle; a single player can often manage more than one truck, but a partner makes those sales easier.

Associates speed things up but do not take a cut of the sale: they are paid a salary that rises the longer they help.

Figures

Only values two independent checks agree on. Payouts can change with updates, bonuses, lobby and difficulty.

Earnings

Nine crates sold in one sale
$126,000

Capacity

Crates held, small warehouse
16
Crates held, medium warehouse
42
Crates held, large warehouse
111

Limits and timers

Crate warehouses owned at once, any mix of sizes
5
Players on a sale mission
4

Upgrades

Ordered by our rule: upgrades that raise production or value first, then ones some content needs, then the rest.

  • Delivery Truck Armor Upgrade

    Depends how you play

    Makes the Brickade used for land sales much harder to destroy.

    Security

    Needs: Bought from the blueprints in a crate warehouse, when starting a sale.

    Price not confirmed

  • Delivery Truck Bulletproof Tires

    Depends how you play

    Stops the Brickade's tyres being shot out during a land sale.

    Security

    Needs: Bought from the blueprints in a crate warehouse, when starting a sale.

    Price not confirmed

  • Delivery Plane Armor Upgrade

    Depends how you play

    Toughens both delivery planes, the Cuban 800 and the Titan, against damage.

    Security

    Needs: Bought from the blueprints in a crate warehouse, when starting a sale.

    Price not confirmed

  • Delivery Plane Jammer Upgrade

    Depends how you play

    A better missile jammer for the delivery planes, which also recharges sooner.

    Security

    Needs: Bought from the blueprints in a crate warehouse, when starting a sale.

    Price not confirmed

  • Delivery Boat Armor Upgrade

    Depends how you play

    Toughens the Tug used for sea sales against damage.

    Security

    Needs: Bought from the blueprints in a crate warehouse, when starting a sale.

    Price not confirmed

  • Delivery Boat Speed Upgrade

    Depends how you play

    Makes the Tug used for sea sales a good deal faster.

    Convenience

    Needs: Bought from the blueprints in a crate warehouse, when starting a sale.

    Price not confirmed

Where you can buy it

Prices are shown only where confirmed. A cheaper site is not automatically a worse one: where your missions send you matters too.

Each size is sold at several sites, and prices within a size vary by site. A larger warehouse holds far more crates but costs more to buy and more to keep each day.

Risks and common mistakes

Risks

Warehouses can be raided. The longer crates sit and the fuller the warehouse, the greater the risk, and a raid can cost you crates unless you defend the warehouse or win the stock back.

Rival players are shown where your cargo is while you collect it and where your delivery vehicles are while you sell. Destroying them loses the cargo.

Every warehouse carries its own daily fee, larger for larger warehouses.

Common mistakes

  • Selling small loads often: crates are worth more each when more of them go in one sale.
  • Leaving a full warehouse sitting for a long time, which raises the chance of a raid.
  • Owning a single warehouse and waiting out the buy cooldown, when a second warehouse would let you keep buying.

Good to know

Before you buy

  • Only a CEO who owns an office can buy a crate warehouse, and it is bought through the SecuroServ terminal on the office desk.
  • No buy or sell mission can be started until you own at least one warehouse.

Supplies

  • Crates are not produced: the CEO pays for one, two or three at the office terminal and then steals them in a freemode mission. Crates bought singly cost less each, while buying three at once saves time.
  • A player on foot carries one crate at a time, so associates save return trips; some missions provide a vehicle that holds every crate.
  • While you collect crates, rival players are told where the cargo is and are paid a small reward for destroying it.
  • Warehouse staff — Lupe at the first warehouse — can be paid to source random crates, now and then including a special item; the option is unavailable while the warehouse is full.
  • The Assistant sometimes offers a special item that costs more than a crate and sells for several times its cost, but its value does not grow with the size of the sale.

Cooldowns

  • Buy missions have one cooldown whatever the number of crates, but it is tied to the warehouse chosen, so owning several warehouses lets you buy one after another.

Selling

  • Ordinary crates are worth more each the more of them are sold together, so selling a full warehouse pays the best price per crate.
  • Sales start from the Ad-Hawk laptop in the warehouse and run by land, sea or air, depending on the mission given.
  • A sale can move a fifth of the warehouse, half of it, or everything in it.
  • Bigger sales can be split across more delivery vehicles, so large loads call for more players.
  • A busier session adds a risk bonus to the sale, and selling with associates pays a bonus over selling alone.
  • Associates take no share of the sale; they are paid a salary on a timer that rises while they keep helping.

Playing alone

  • Special Cargo can be started alone, though some sales send out more than one vehicle; a partner helps then, even if one player can often deliver more than one truck in time.

Raids and defence

  • Warehouses can be raided by non-player enemies; the longer crates are stored and the fuller the warehouse, the higher the risk, and a raid can lose crates.
  • A raid is either an attack on the warehouse itself or a chase to recover what was stolen.

Meters

  • Each warehouse has its own daily fee set by its size, so what you pay depends on the mix of warehouses you own.

What it unlocks

  • Buying a warehouse of a size you have not owned before adds an organisation vehicle to the request list: the XLS, the Rumpo Custom or the Brickade.
  • Owning a warehouse and using the staff to source cargo once unlocks Export Mixed Goods, a separate mission from the office Assistant that needs no stock.

What it connects to

Linked businesses

  • CEO Office — Warehouses are bought, and crates paid for, at the office terminal; an office is required.
  • Nightclub — An owned crate warehouse supplies the Nightclub's Cargo and Shipments goods.
  • Nightclub — The Terrorbyte can manage Special Cargo among the businesses it oversees.
  • Arcade — The Arcade's Master Control Terminal can manage Special Cargo from a distance.

Sensible next purchases

  • Vehicle Warehouse — The Vehicle Warehouse runs from the same office terminal and cannot be raided.
  • Nightclub — A Nightclub turns an owned crate warehouse into a source of its Cargo and Shipments goods.
Contacts
Assistant, Lupe
Vehicles
  • Brickade — The truck for land sales; also an organisation vehicle once a large warehouse is bought.
  • Tug — The boat for sea sales.
  • Titan — One of the two planes for air sales.
  • Cuban 800 — One of the two planes for air sales.
  • XLS — An organisation vehicle unlocked by the first small warehouse.
  • Rumpo Custom — An organisation vehicle unlocked by the first medium warehouse.